A the beggning WOW magic system was mostly unknown but much more flexible. As an Arcane user, you may have risked contact with Fel. As a Fel user, you could channel power from Death ect. After the rather controversial (depends who you ask) introduction of the cosmic chart in the chronicles, the magic become more ordered (no pun intended I swear). However, some aspects of their powers are still flawed. They are ofter quite inconsistent and unbalanced. Some magic are too powerful while others seem weak in comparison. Some are jsut much stronger, which makes it foolish to choose any other schools.
First letâs look at Powers which for me donât need big changes:
Light
- This power seems to very well thought out. His main strength is healing and defense, but is still capable of dealing damage. Holy is especially devastated to Death and Void. If I were to add some visible weakness to it, Nature should be the one that absorbs the energy of light to becomes stronger.
Midnight added Lightblind, which is a good addition in my personal opinion, too much Holy makes you focus only on the target, ignoring everything else, which perfectly reflects the*philosophy of Light, which sees only one path.
Fel.
To be honest, Fel is perfect the way it is, almost all the point were used for damaged and sometimes thatâs ok.
Summoning a horde of demons, direct destructive powers and ability to drain life and creating portals allows for some survivability, make this power really well balanced. The downside of this magic has always been defense. Its users often destroyed themselves by using Fel even as a beginner.
Powers requiring improvement :
Death
- should be more about summonerâs power and creativity of users. It may not be as strong in direct combat as others, but will overwhelm enemies with an scheer numbers of Undead army. A variety of familiars should also be taken into account. If necromancer fighting a fast opponent, must create equally fast creatures. When fighting tanks, create abominations that can beat them. Flying enemies? Create army of skeleton archers. Alchemy should also be much more recognizable
This magic should always be played for time. The more time gained = the more powerful the army build. As we see with the Plague of Lordaeron, the entire plan was for Humans to find out as late as possible. I really hate Bastion and Ardenweald as part of SL. If a major retcon really coming soon, they should make Bastion a Titan structure and Ardenweald a stolen part of Emerald Dream.
I always like the hard-to-kill aspect of death users. Necromancers should cheat death by surviving without orgnas, securing the soul in a phylactery or creating spare bodies. I know WOW typical Death power fantasy is a death knight fighting solo with a pala. But I feel it doesnât fit with how this school of magic generally works.
Void
- This magic always seemed to harm and corrupt the minds more than the body, unlike Fel. Which was a great way to highlight the two powers individually. Cultist should use mental attacks, confuse opponents with illusions, use visions of the future to outsmart others, perform powerful rituals that drive everyone around insane or unleashing rifts to the void realm. Even performing possessions and use others as a puppets for direct combat. Manipulation and use of others. For me, this is the main strength of this power. Of course, with all this comes the risk of falling into madness and becoming a slave to the whispers.
But now, after the Xal invasion, I feel this aspect has been quicky forgotten, and the Void has become merely purple demons. Where is the mind game of manipulation, false visions, and illusions? Imagine if, under the influence of voidstorm, mass cases of delusion began among our troops. The mere presence of the Void should have caused mass panic especially around weak minded civilians. Part of Silvermoon quests should be devoted to the psychic struggle against the Voidstorm influence. We created whole magic capes in BFA only to stop the weakest old god from flowing into our minds, but we have nothing like that against the power of the void lord.
Powers that should have been better thought out and even retconned :
Below I wrote about weakest and strongest magic.
Nature
-here we should focus on the aspect of evolution and adaptation
Nature technically has no big strengths but a ton of weaknesses. It have nothing that could surpass other powers. The easiest force to pollute, corrupt, conquer, is extremly passive and for some reason limited by the environment but any other magic donât have that problem. Thatâs why I believe this magic should have selling ability to adapt to other powers. Itâs natureâs way, when encounters a problem, adapts to it, absorbs its properties, or becomes immune to it over time by evolving. Something like zerg or Tyranids. But changing too quickly would lead to the mind going wild, so it is a risky tactic and just like death, it needs time to growth in strenght. One thing that is really needed is to show that nature is actually one of the 6 elements of the cosmos. The magic of Life should be available everywhere and manifest as a gentle green magic looking like spectral roots resemble veins of energy
With the adaptation to other magics, iâm not saying they would gain the all exactly same skills, but some resistance to them or taking over some of the advantages of this power would be interesting.
Arcane
. - Letâs be honest, appearance preferences aside, mages are the best class you can choose. Theyâre incredibly versatile, have almost no downsides, and have access to other powers.
Like Paladin, they can create powerful barriers.
They heal through chronomancy like priests.
Polymorph is their simplified version of druidism.
They have access to the elements of fire and ice like shamans.
They possess pure destructive powers like warlocks.
They are extremely mobile like DHs thanks to teleportation.
They can basically create something out of nothing.
If each of us were to enter the world of warcraft, everyone would know that as a mage you have the best chance of a peaceful life. therefore, for me nerfing the arcane is necessary for lore balance.
The most imortant thing is to let spells outside of combat have consequences/limitations
Time magic should only temporarily heal wounds. Technically, the wound never disappeared, you didnât travel back in time to stop the attack at that specific moment, so the wound should return over time. Eating magical food should be detrimental in the long run. It should technically work like a mana addiction. The more processed mana you eat, the more your body malfunctions without it. This is also a major problem in lore. Iâve seen hunger often be a common problem in quests when a mage NPC was nearby.
Other than that, I donât know how to weaken arcane in a battle context, but it is necessary. Do you have any good ideas?
I also donât like the fact that over time, every magic starts to have the same abilities. ( Im looking at you Light Necromancy, ugh
) Soon every magic will have skills from other schools and the only difference will be the color of the spells. The most important key skills must remain in this one school.
I might add something more to the post later, but I started this thread more for discussion purposes, so Iâm waiting for your opinions and ideas.